Hello and good Saturday to all! Thanks for joining us.
Screenshot Saturday is NOW LIVE!!!
Everyone, let's try to give everyone a good feedback. When you post something for feedback, be sure to give someone else feedback. That way, we can have this thread poppin until next Saturday!
Same thing goes! Show us a screenshot / gif / short vid of the latest map / sprite / spritesheet / animation / etc. of the game you are working on!
Posting could be for multiple reasons. It can be for looking for tips, feedbacks, help, or just basically showing off that awesome thing you just made.
Do you think AI is good for aspiring game developers?
Do you use AI in your games? Why or why not?
What do you think about art and music in RPGMaker games that is generated by AI?
What about plugins that have been vibecoded?
This is the megathread for those discussions! Sound off!
Please try to keep the discussion civil and focused on game development. You can attack an opinion, but don't fall into the (tempting as it is) trap of attacking the PERSON with the opinion.
I love this new tile set. Got from the RPG Maker Store yesterday to change my Asian areas to look different from the Europe areas. I love how much it adds to the map. This is the town of Tsumodin that is in my world's fake version of Japan.
I know now that a function was added into MZ that tests what the last item the player used, is there any way to test that using the MV version? Basically a way to check all of the last section in RPG Maker Mv
Pretty proud of myself and my wife just does not appreciate this hobby so hoping I can find validation here!
Used the Picture/Button plugin that comes with RPG Maker MZ and some deep eventing (I know I could find a plugin to do this easier but part of the fun for me is complicated event nonsense).
Basically you can buy outfits. Each outfit has a different stat load out and it affects the appearance of your character in game.
That's it, pretty simple but a big deal for me!
(Those aren't naked people - they're faceless mannequins)
In my game I've given the player items which display text boxes for hints, collectible lore notes, etc. They stopped working when I activated the VisuStella Battle Core plugin. I can't seem to find a workaround for this. Feels especially weird because I'm literally just trying to display some text when a key item is used.
Has anyone had a similar issue, or does anyone know a workaround?
I've been working on my first (story) game for around 4 months and yes I understand everything is bound to be different depending on what you're trying to make but sometimes I just browse twitter when im bored and I see a creator with a better tree sprite than mine. And then I'm like okay maybe I could improve the ones I use. and then I see [insert object] in a different post and then I think oh okay maybe the x/y/z that I'm using could use some changes. I'm fairly new to this so there's bound to be improvements I make along the way and I'll only get better as time passes but recently I feel like it just gets to a point where you accept that you either have it or you don't because what takes you a week takes the next person 24 hours. Idk.
Is there a plugin or any method to change a character’s spritesets based on which weapon they have equipped. Like the actor would change appearance based on if they were holding a sword and now holding a bow.
Does anyone know why the free-trials of the RPGMaker editors have been taken down? I've been wanting to make a simple game to test out for a bigger project i've been working on and it seems that the free-trials aren't on the site anymore. Anything helps!
What do you think of this scene with the squirrel? I can't tell if I like it or not. I got a few animal characters from the RPG Maker store today, and want to add them to towns and maps as well. I also made the acorn the squirrel picks up, but that was super easy pixel art to make. Does it look right though?
Previously, saved progress was matched to objectives by array index. If you reordered or added objectives after release, existing saves would silently break. Now each objective can have an optional id field, and progress is matched by that instead. Existing saves still load because it falls back to a derived key.
Also added map markers (new AddMarker and ClearMarkers commands, plus tile badges for tracked objectives).
Other changes:
Refactored to snake_case, no behavior change (easy to read if you have to edit)
Removed default template quests
fixed json quest reads
Remember:
• its free forever
• you can use
• you can edit
• you can sell
• you can, just can, wanna do?I don't know what, just do it
Same plugin commands and script API as before. Back up saves before updating and verify in your project plz
Hi everyone! I've spent seven years building Kingdom of Nyabur, a 50-hour fantasy JRPG made with RPG Maker MZ. Here's the trailer!
The game features 12 playable heroes, Union Skills combining characters' abilities, and summons. The Steam page and Kickstarter pre-launch page are now live. The campaign is planned for March 2027, with a Steam release planned for September 2027.
So I'm working on an RPG Maker game that's not a standard walkaround game, but something more akin to a point and click game. Why am I using RPG Maker for this? Maybe i'm stupid, but it's also the program I know.
So the way I had things set up was going to be a series of "Buttons" (that are actually events an invisible player runs over and triggers) for things such as Look, Talk, etc. Very old-school feeling. I like the vibe.
Now, something I've run into very quickly is that for everything you can look at or everyone you can talk to, you'd need some kind of event to run it. I initially tried just having it be in nested conditionals within the buttons, but that got very untenable very fast. Then, I tried turning to common events.
So with common events it would in theory be...
Press "Look/Talk" event.
Selection Box with characters/objects present appears. Click thing you wish to interact with to.
Character's main dialogue/narration would play via calling a common event with that text.
If selected again, the character would have shorter, "end of conversation" looping text.
The "Button" event runs the common event for the conversation (or for the thing you're looking at) at the end it self-switches to the end-of conversation looping text. That's all well and good, but... that'd be a huge amount of common events if we're doing one for every conversation and one for every object able to be looked at, not to mention the more technical stuff you'd use common events for. I only have 1000 of them, after all.
So my second thought was... what if an event on the map could run a different event on the map, rather than running a common event? That way I could store these conversations/examination events on the map where they appear, and not clog up my common events list.
So this is my question: Is there any kind of plugin or trick that I could use to have events run other events on the same map that aren't common events?
Hi everyone! I'm a solo game developer from Taiwan (still self-proclaimed for now XD). This is an RPG I'm currently working on called Tales of the First Step (JP: はじまりの物語 / ZH-TW: 初心物語). I want to bring the fantasy adventure I envision to all of you.
I want to share this early draft of my map here as a starting point to document my dev journey. Over the next few days, I plan to polish the visuals further and share my tentative world map (maybe in stages).
My learning path in game dev has been pretty on-and-off. I tried Unity (ended up relying too much on AI, so I lacked solid debugging skills) and Godot (built a better foundation, though I tend to burn out and take long breaks after hyper-focusing). Now, I've decided to buckle down with RPG Maker MZ first—just to make sure I actually finish a complete game! (I also haven't had the chance to fully learn and use my drawing tablet and art software yet.)
If anyone is curious about my past learning bumps or why I chose this path, I’d be happy to share my thoughts!